New Pokémon Name: Darmanitan Burst
Stat Changes: 70/120/70/110/65/85 BST:520
Typing Changes: Fire/Ground
Ability Changes: Sheer Force / HA: Beast Boost
Movepool Additions (If Any): +Earth Power
What Separates it from Other Forms: Mixed attacker with average speed. New moves it can now use are Overheat, Grass Knot, Sheer Force boosted Flamethrower, Psychic and Focus Blast. Belly Drum will probably still be a set although depending on your team you might preffer special. Also Ground typing gives EQ and brand new Sheer Force boosted Earth Power as good STABs. Water is death.
New Pokémon Name: Darmanitan Zen
Stat Changes: 135/40/115/90/125/5 BST:510
Typing Changes: Psychic/Steel
Ability Changes: Comatose
Movepool Additions (If Any): +Wish +Doom Desire +Parting Shot +Dream Eater +Nightmare +Hypnosis
What Separates it from Other Forms: Amazing HP stat and defenses, added steel type for many resistances, respectable SpA, But with 5 speed you will take some hits no matter what. Hard to kill this thing through neutral raw damage but taunt will heavily deteriorate the mon. Apart of the stats of a competent wall we also have Wish as the only recovery move (Rest does not work with Comatose), so you'll be hoarding over those before your other Pokemons do. Doom Desire serves as your only Special steel stab if you want something to scare off those Dark types. This wall is aided by Parting Shot, that with 5 speed it's a stat-lowering Teleport. Moves it can try to use with the OG moveset are Iron Defense, WoW, Sub and Yawn, the latter one being complemented with Dream Eater, Nightmare, Hypnosis if you want to risk the miss, also remember that Fire Spin is available if you want to secure those sleeps and chip down the opponent's HP while you wall the heck out of them. Overall you can think of this pokemon as a defensive Mew or a Clefable with better stats (Comatose being a somewhat worse version of Magic Guard, but you can't be paralyzed at least). Pretty blind for not seing comatose as a possible ability but oh well.
New Pokémon Name: Darmamitan Snow
Stat Changes: 130/50/75/150/100/35 BST:540
Typing Changes: Ice/Normal
Ability Changes: Snow Warning
Movepool Additions (If Any): +Tri-Attack +Aurora Veil
What Separates it from Other Forms: Slow as a snowflake yet deadly as a...cursed coral? With one of the worst speed stats we will ever have (let's forget the sentient statue), combined with a quite lackluster typing, all with the highest SpA yet, we get this snow-packed ape. Noteworthy attacks are Blizzard, Focus Blast, Overheat/Flamethrower/Hear Wave, Grass Knot, Freese Dry and brand new STAB Tri-Attack. TR worthy but with a quite respectable HP stat and SpD it can try to survive a neutral move, definitely dying to any Fighting move though. Aurora Veil serves as a way to impact the rest of your team while mitigating any snow warning damage for yourself.
New Pokémon Name: Darmanitan IceBurn
Stat Changes: 105/80/55/80/90/140 BST:550
Typing Changes: None
Ability Changes: Regenerator / HA Rare Cold*
Movepool Additions (If Any): -Bulk Up -Iron Defense +Haze +Ice Shard +Flame Charge +Recover +Fake Out +Parting Shot
What Separates it from Other Forms: A concept that I would love to get in here is a fast wall. Haze those sword dances and shell smashes, wall with what you can as a quite lacking fire/ice type and regenerate all back with a U-turn. You might say "Quite lacking of a wall with 55def" well then if psysical walling is what you worry about, then let me introduce you to:
*Rare Cold (puns): This Pokemon recieves 0.5x from attacks if it is the first to move in a turn.
So your idea to wall is to move first, "freeze" your opponent and take less from their before-lethal earthquake, while also chipping them down your STABs My idea is to be able to choose Regenerator or Rare Cold as your team needs it, WoW is there if you want to naturally tank psysical moves and 90SpD is decent enough to survive on its own, also as mentioned before you can use U-turn for doing damage while recovering some HP, Recover is there for the Rare Cold half of the pokemon. It's additions as a switching hazard are Fake Out, Parting Shot and Haze, supported by its already existing U-Turn. If you fear that your damage might not be enough, then may I point your attention to Shard and Flame Charge, since Belly Drum still exists you can try to make a sweeper that takes less damage from revenge killers, also with Shard you have priority and can trigger Rare Cold if you suspect your opponent might have a priority move for themselves, otherwise there's the Work Up mixed attacker that might provide enough impact to be worth considering, I doubt so though. Overall you can either use it as a defensive pivot (thanks G-Luke I didn't know the right term) or a competent sweeper with priority and a resilience to revenge kills.
Edits:
1: Buffed everything a bit, including every BST to 500, giving Burst drain punch, giving Zen night shade and wish, giving Snow Psychic back and giving IceBurn Perish Song.
2: General buff again, Burst got a role remake, now has ground typing, bearable speed and it's moveset back. Zen got +100BST, including a good SpA stat, and the brand new Zen Blast is added to it's moveset. Gave Snow 20 more SpD for 75 Def, lowered HP a bit and added Aurora Veil as a supporting move. IceBurn got a heavy speed boost, equal SpA and Attack stats, added Flame Charge and Seismic Toss.
3: Changed Zen's speed to 5 and Snow to 35.
4: Zen got a remake, instead of giving it truant it has Stall and was balanced accordingly, added steel type, removed custom move and tweaked with the moveset. Also grammar check.]
5: Based on Luke's feedback. Burst got+20 Atk -10 SpA. Zen got it's ability changed again, this time to a much fitting and non hindering one, comatose, also got it's moveset tweaked to play around sleep. IceBurn got their moveset tweaked, inclined to buff it's defensive pivot half.
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